OPTIONAL MELEE EQUIPMENT AND RULES
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1 OPTIONAL MELEE EQUIPMENT AND RULES
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3 A A vehicle s Reach is determined by it s Size or the Rating of any Manipulator or Battle Arms. Divide the largest value by Two to determine the vehicle s Reach. Weapons larger than vibroblades/knives will add +1 MU to the Reach value when used. Base Range in MU for Vehicles throwing items is the Rating of the arm minus the Size of the thrown item (normally one) OPTIONAL: Weapons with a Melee Scale DM of 100 or more and without a Blast radius gain a Blast Radius equal to 0.5 MU + 0.5MU per every full 50 points in addition. Thus a weapon with a DM of x150 would have a 1MU blast radius. If applied, this affects weapons listed in the Melee rules. Dorothean Monk Staff: This weapon is given only to Dorothean Monks who protect pilgrims heading to Massada. The Staff counts as a Quarterstaff with a DM of MD+10, an additional +1 to Parry, and may be thrown. The weapon is free for Monks who follow the code laid out below, or 10 points for those heretics who have stolen from a dead Monk. Monks may never attack a target that has not attacked them or one of their charges, and may only carry a knife and/or a pistol/revolver in addition to the staff. OPTIONAL: If all players agree, Clubs, Staves, and Concussion grenades can count as Bruise damage. Repair Kit: A repair kit allows the character who uses it to repair a vehicle with a single action. It repairs 15 points of armor loss (Melee Scale) and repairs 1d6-4 (minimum 0) effects of damage. Each Light Damage effect counts as 1 effect and each Heavy Damage effect counts as 2. As an example, if the user rolled a 6, he could repair 2 Light Damage effects, or 1 Heavy damage effect in addition to repairing the 15 points of Armor loss. The kit costs 20 TV. OPTIONAL: If all parties agree, the skill Repair can be added to the character card under the Awareness attribute. In this case, the repair kit Automatically repairs the 15 armor, but the Damage Effects roll is switched to a Repair Roll against a Threshold 5 Revolvers: Revolvers are fan favorite weapons and are often used as signature weapons for iconic characters. Below are stats for the standard types in the Heavy Gear Universe. For the sake of simplicity, Revolvers are assumed to use speedloaders exclusively, allowing reloading like any other weapon. Revolvers are considered Small Arms. Weapon ACC DM Base Range RoF Ammo Notes Cost/Extra Clip Revolver, Light AI 7/3 Revolver, Medium AI 9/3 Revolver, Heavy AI 12/3 Revolver, Massive AI 20/4 1
4 A Shields: Shields are often used in pit fights, duels and by Police or MPs when quelling riots. Shields can be used offensively as melee weapons, but are much better at parrying or providing cover. Use the Shields ACC when making attacks as normal. When defending against melee attacks, the user may parry with the Melee skill. If the Attack hits by the first Intercept value or less, the character adds the armor value of the shield to his own. Against Ranged attacks, the character makes a Defense roll as normal. If the attack hits by the second Intercept value or less, the character may add the Armor rating of the shield to his own. If the Intercept value is a 0, then the shield cannot intercept Ranged attacks with any degree of success. Enc is applied when carrying a shield just as with armor. 2-handed weapons may not be used while using shields. Shield ACC DM Reach Intercept Armor Enc Points Buckler -1 MD+1 0 1/ Round -2 MD+3 0 2/ Heater/kite -2 MD+4 0 2/ Tower -3 MD+5 0 3/ Riot -2 MD+5 0 3/
5 A When buying weapons or extra ammunition, there is the option of taking different types of ammunition. When buying ammunition, you must buy in full clips/reloads, and may not combine ammunition types in the same clip. If buying only the weapon and no reloads, apply the cost modifier to the weapon itself. This includes weapons with infinite ammunition. You may not combine ammunition types together into a single kind of ammunition, so no Armor-Piercing Scatter ammunition, sorry. Scatter: This halves the Weapon s DM, but grants an Area effect of 0 (1 ). This type of ammunition does not increase cost of reloads. Please note that the Shotgun listed in the rules has this type of ammunition as default Non-lethal: The weapon is considered to deal Bruise damage as per the Damage Rules. This type of ammunition does not increase cost of reloads. Armor-Piercing: Armor-Piercing rounds are designed to punch through armor. Halve the rating of both personal and vehicle armor against this kind of round. All reloads with this kind of ammunition cost double. Magnum: Magnum ammunition increases the DM of the projectile by 3. Increase the cost of each reload by 25%. So a reload that cost 10 would now cost 12.5, rounding up to 13 TV Explosive: Explosive rounds are designed to explode on impact. Double the effectiveness of all Armor, but increase the DM by 50%, so a DM of 20 would now be 30. The cost of the reload is increased by 50%, so a reload that originally cost 10 would now cost 15. Incendiary: Incendiary rounds burn their targets. Rather than doing the standard MoS x DM damage, the damage is calculated at MoS + DM, armor counts normally. The shot will continue to cause damage for a number of rounds equal to the MoS, losing 1 point of damage each round. The cost of a reload with this ammunition is doubled,. White Sand: White Sand ammunition is made from the corrosive sand from the White Sand Desert. It causes 10 additional points of damage against people and creatures, and destroys an additional 1d6 worth of armor against vehicles. Thus, a x25 Weapon with A MOS of 2 would do damage for a total of 60, and a light damage on a vehicle would cause d6 points of armor loss. The cost of a reload of this ammunition is increased by 50%. Flareshot: This type of ammunition follows the same rules as Incendiary ammunition, but is normally used to illuminate an area. If fired into the air rather than at a target, it will cancel penalties for darkness over the entire battlefield for DM/10 Rounds. So a weapon with a DM of 24 could provide illumination for 2 rounds. 3
6 A Writing: John Buckmaster Layout: Oliver Bollmann Special thanks to the DP9 Forum guys for being so supportive of the Melee Scale Rules. Extra special thanks to Robert for letting us do this! Art & designs 2006, Dream Pod 9, Inc Heavy Gear and Silhouette are trademarks of Dream Pod 9, Inc. Dream Pod 9, Heavy Gear, Silhouette, and other names, specific game terms and logos are 2006, Dream Pod 9 Inc. This is a free suppliment for the Heavy Gear Slhouette CORE Miniatures Rules (DP9-919). Permission to copy and print is granted for the entirety of this document. Premission to redistribute is also granted as long as no fees are charged, the document is not altered in any way and full credit is given (including linking to the DP9 web page) Dream Pod 9 can be reached at If you have questions or wish to talk about the games, visit 4
7 Morgana-Class GREL (Commando) TV: 208 (82 without Equipment) BOD +3 AWR 0 SPI +1 Defense 2 Archery 0 Leadership 0 Hand-to-Hand 2 Combat Sense 2 Riding 0 Melee 1 Gunnery 0 Pilot 0 Hvy Weapons 1 SPECIAL: Stealth 2 Info War 1 Small Arms 2 Throwing 2 Medicine 1 Archeologist TV: 67 (45 without Equipment) BOD 0 AWR +1 SPI 0 Defense 1 Archery 0 Leadership 0 Hand-to-Hand 1 Combat Sense 0 Riding 0 Melee 0 Gunnery 0 Pilot 1 Hvy Weapons 0 SPECIAL: Stealth 0 Info War 0 Small Arms 1 Throwing 1 Medicine 0 Desert Guide TV: 89 (49 without equipment) BOD 0 AWR +1 SPI 0 Defense 1 Archery 0 Leadership 0 Hand-to-Hand 1 Combat Sense 1 Riding 1 Melee 0 Gunnery 0 Pilot 1 Hvy Weapons 0 SPECIAL: Stealth 1 Info War 0 Small Arms 1 Throwing 1 Medicine 0 MD: 6 DT: 23/45/90 SysShock MOVE: 7/14/21 OOOOOO NOTES: GRELs are considered immune to the effects of morale and should have their total TV including equipment multiplied by 1.5 if you are using the morale rules. Equipment (points): Vibroknife (4), Medium Flak Suit w/ 3 points of Stealth (24), Assault rifle w 1 extra clip (60), 2 smoke grenades (10), 2 concussion grenades(20), Radio +1 ECCM (8) MD: 3 DT: 13/25/50 SysShock MOVE: 4/8/12 OOOOO NOTES: Equipment (points): Machete (4), Medium Pistol (10), Leather duster (counts as Light Flak Vest, 8 points) MD: 3 DT: 13/25/50 SysShock MOVE: 4/8/12 OOOOO NOTES: Light Flak Vest (8), Medium Rifle (25), Night Vision Goggles (3), Machete (4) Dawg TV: 80 BOD +1 AWR +3 SPI +1 Defense 2 Archery 0 Leadership 0 Hand-to-Hand 3 Combat Sense 3 Riding 0 Melee 0 Gunnery 0 Pilot 0 Hvy Weapons 0 SPECIAL: Stealth 2 Info War 0 Small Arms 0 Throwing 0 Medicine 0 MD: 4 DT: 18/35/70 SysShock MOVE: 5/10/15 OOOOOO NOTES: Bite (MD+8), use Hand-to-Hand, target must be within Reach. Speed Burst: May add 10 to sprinting speed once per game, Cannot be ridden Smuggler/Gang Member TV: 79 (51 with Equipment) BOD +1 AWR -1 SPI 0 Defense 2 Archery 0 Leadership 0 Hand-to-Hand 1 Combat Sense 2 Riding 0 Melee 1 Gunnery 0 Pilot 1 Hvy Weapons 0 SPECIAL: Stealth 0 Info War 0 Small Arms 2 Throwing 0 Medicine 0 MD: 4 DT: 15/30/60 SysShock MOVE: 5/10/15 OOOOO NOTES: May be given Leadership at a cost of 2 TV per level. Equipment (points): Medium Pistol (25), Hunting knife (3) Great Dawg TV: 100 BOD +2 AWR +2 SPI +2 Defense 2 Archery 0 Leadership 0 Hand-to-Hand 3 Combat Sense 2 Riding 0 Melee 0 Gunnery 0 Pilot 0 Hvy Weapons 0 SPECIAL: Stealth 2 Info War 0 Small Arms 0 Throwing 0 Medicine 0 MD: 5 DT: 23/45/90 SysShock MOVE: 9/18/27 OOOOOOO NOTES: Natural weapons: Bite (MD+15), use Hand-to-Hand, target must be within Reach. Speed Burst: May add 10 to sprinting speed once per game Armor: 5, Cannot be ridden MP/Riot Cop TV: 116 (51 without Equipment) BOD +1 AWR 0 SPI 0 Defense 1 Archery 0 Leadership 0 Hand-to-Hand 2 Combat Sense 1 Riding 0 Melee 2 Gunnery 0 Pilot 0 Hvy Weapons 0 SPECIAL: Stealth 0 Info War 0 Small Arms 2 Throwing 0 Medicine 0 MD: 4 DT: 15/30/60 SysShock MOVE: 5/10/15 OOOOO NOTES: May be given Leadership at a cost of 2 TV per level. Equipment (points): Riot Shield (13), Medium Flak Vest (13), Club (2), Light SMG with 1 reload (32), Radio no ECCM (5) All weapons may deal Bruise Damage if player chooses. Jackrabbit/Motorbike Melee TV: Pilot and passengers Crew: 1 Size: 3 Speed: Ground 20MU/40MU Maneuver: +2 Sensors: Pilot Comms: -2/10km Firecon: -5 Armor: 20/40/60 Weapons: As per pilot/passenger Perks/Flaws: Cargo Bay (saddlebags 1m3), HEP Desert, Seat for one passenger. Exposed Crew (all crew hits are resolved against characters), exposed movement, no sensors (must rely on pilot). Notes: May add sidecar, Change passenger seating to 2, Maneuver to +1, Melee TV to 150+ Pilot and passengers. Sidecar may mount a weapon from Melee Scale weapons listing at cost listed, FireCon does not apply to this weapon, instead weapon suffers a flat -1 at Combat Speed and -2 at Top Speed. Deployment range is 250km Hunter/Jager Melee TV: Pilot Crew: 1 Size: 6 Speed: Wa 9MU/18MU Gr 15MU/30MU Maneuver: 0 Sensors: 0/2km Comms: 0/10km Firecon: 0 Armor: 150/300/450 Weapons: Weapon # Arc Range ACC Dam RoF Notes Ammo LAC 1 F 50MU 0 x reload LRP/24 1 F 25MU -1 x12 3 IF 24 APGL 1 FF 25MU -1 x30 0 AI, IF, AE 3 /10 6 HG 3 F 5MU -1 x150 0 AI One shot each VB 1 F Melee ( 3MU) 0 x80 0 AP Infinite Perks/Flaws: HEP:Desert, 2 Manipulator arms R6 each, Easy to modify (not applicable in most games) Notes: Deployment range is 500km (each box 10 pts)
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